Magical archer

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Tankhead
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Magical archer

Post by Tankhead » Thu Jul 26, 2018 5:35 pm

( for humans ) Can only be made in mages hut or the castle.
Hp 25
Atk: 15
Cost: 5
Not a unique unit.
Has three abilites
Skill 1: regeneration 25% of health ( last 4 turns)
Skill 2: haste ( increases movement spd ) ( last 3 turns)
Skill 3: fire bolt arrow- combination of fire and electricity: enchantment spell ( last 2 turns )
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: Magical archer

Post by makazuwr32 » Thu Jul 26, 2018 7:13 pm

No.
1. too high damage for archer. WAAAY to high.
2. Op regeneration especially when casted on something like imperial shielder - 1000% elves death.they literally have no ways of countering this.
3. Haste for increasing speed is no because this will completely change speed balance of races. especially if it is spammable (no cooldown and is seems so because you didn't list it)
4. Again - elements are not present in game as themself, and because what does "electricity" part of fire bolt? apart from dealing damage.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Re: Magical archer

Post by Tankhead » Thu Jul 26, 2018 7:26 pm

Hmm how bout this

Hp 25
Atk 8
Spd: moderate
Cost: 4
Armor: not exactly sure but low armor
Skill 1: haste - last 2 turns Cooldown 3
Skill 2: Self regeneration last 3 turns Cooldown 4
Skill 3: fire bolt last 3 turns cool down 5 ( when skill activated; burning affect, and the electric part was just suppose to be extra damage)
I hope this is better
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: Magical archer

Post by makazuwr32 » Thu Jul 26, 2018 7:46 pm

Still no.
i'll explain later why but one of reasons is because of low hp while having great spells and extremly low cost for it.
Also what is his range? 100500? 7? 1?
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Location: United states, Texas

Re: Magical archer

Post by Tankhead » Thu Jul 26, 2018 8:16 pm

Its range should be that of a longbow archer, and i was going for a strong yet more produce able troop. The hp can increase by 10 so 35 Hp 40 tops? And as far as cost i was trying to avoid 8 turns so what about 6? I do wanna hear your other reasons thou
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General Brave
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Re: Magical archer

Post by General Brave » Thu Jul 26, 2018 8:52 pm

I see something about this.
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makazuwr32
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Re: Magical archer

Post by makazuwr32 » Thu Jul 26, 2018 11:17 pm

With his abilities you suggest his cost will be AT LEAST 8 turns for balancing reasons.
Warmages are ridicilously powerful and only 8 turn cost stops them from being op.
If you want more powerful archer use imperial crossbowman (4 turns, 10 damage, 20 hp, 6 range, 3/3 armor, 100% spell resist, trainable at archer's range and castle). The archer you suggest must be for cost 6 on same power level as this o e but with no armor, and only 1 powerful or 2 weak spells. And not with hundreds of dodges and 2 forms like one current aof co-dev made...
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Location: United states, Texas

Re: Magical archer

Post by Tankhead » Thu Jul 26, 2018 11:51 pm

Oh well if it can't be help then sure 8 turns
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: Magical archer

Post by makazuwr32 » Thu Jul 26, 2018 11:55 pm

I will prefer an archer with just 1 ability but similar to imperial crossbowman's stats and that ability must be powerful (and ofc 5-6 turns). But it will wait because i need revamp of unit types first to have more clear abilities and power of suggestable unit.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Location: United states, Texas

Re: Magical archer

Post by Tankhead » Sun Sep 02, 2018 8:36 am

What if this archer had a passive slow weapon?
- 1 speed and maybe a forest sight spell for self only?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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makazuwr32
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Re: Magical archer

Post by makazuwr32 » Sun Sep 02, 2018 9:03 am

we will think later, after new techs will be implemented.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Sunrise Samurai
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Re: Magical archer

Post by Sunrise Samurai » Sun Sep 02, 2018 12:14 pm

I think any form of magic archers should be for elves really. I wouldn't mind a fire archer for humans, or even an upgrade to give their archers slowing weapon 1 via enchanted arrows, but not a unit where the archer itself is also a mage.
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